Return to Monkey Island
Return to Monkey Island is an adventure game developed by Lucasfilm and Terrible Toybox. Return to Monkey Island is available on Nintendo Switch and PC. The game is sold on Nintendo eShop. The game was directed by Ron Gilbert.
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Walkthrough Return to Monkey Island. All puzzles and quests!

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The Return to Monkey Island walkthrough will take you through every step of the game from the opening prelude to the end credits. We'll take a look at all the puzzles you'll encounter, the strategies you'll need to solve them, and information about the trivia cards you can find along the way.

The story of Return to Monkey Island is divided into several parts. Each section of the walkthrough is listed below with links to dedicated pages to guide you step by step through each puzzle and challenge. Where possible, we have also included information about unlocking achievements.

Prelude - An unexpected story begins

Before we back to monkey island, the game starts with a prelude that covers the basics of what you can expect from the gameplay of this highly anticipated point-and-click adventure. We've tried to avoid major spoilers where we can in this guide, but have included all the information you need to complete both the required and optional objectives in this introduction.

New to the Monkey Island series or need an overview of previous games? Before you start the game and choose your difficulty, you can view the scrapbook.


Prelude - An unexpected story begins

The game starts with a black screen and the voices of two children playing, pretending LeChakom и Guybrush Threepwood. They go out the door Big Whoop amusement park, where they approach a couple and decide to play a trick, pretending that they are their parents.

To the right of the screen is an arch with purple roses around it. The couple backs off through it and asks the kids to stop following them. One of the children Chuckie, invites them both to return to the stores to buy a few scurvy. At this point, you take control of one of the children and if you try to leave the area, you will not be able to, so you will need to get to work on acquiring these scurvy!

In the backpack at the bottom left of the screen, you can open it to find your items. For now it will be easy to-do list, which says: Get Scurvydogs. Go to Outbuilding on the left and try to interact with it. It will be locked, but finding a way to unlock it will now be added to your to-do list.

You can interact with several people, things, and signs around this area, but the Outhouse and the Scurvydog Shop are the most important to the development of the story.

Now go to Scurvydog store Shop that has a red roof next to a parrot and a sleeping pirate. Take a look at key, which hangs on a peg, right by the window when you enter. Interact with it first and then select an option "Catch the key". When asking about any of the items hanging in the store, the store clerk will tell you the price of them. For Scurvydogs you will need to find piece of eightso you better explore.

Return to Outhouse, and then unlock it with your newly purchased Outhouse Key. Inside there is a grate on the floor, a toilet and a pipe with running water. Interact with everything, but the most important thing in this room is a small metal thing that located just below and to the right of the grate. When you interact with it, Chucky will tell you that it is a slug that people use as counterfeit coins. Get it off the floor then back in Scurvydog store.

Pass your piece of eight pieces to the Seller, and they will give you two scurvy. With that done, you can now go through the rose archway on the right (the same one the couple went through).

When you enter the next section, Di, friend Chuckiewill suit you. She will take your to-do list and add some stuff to it. If you open it, you will find that several targets have appeared on it. Umbrella is "Disorder and Exploration" with a list of additional goals that you can complete in this area.

You can pass here without completing any or all of the objectives. Chuckie just asks you if you're sure you're done because you might not be able to come back - and he's right.

Here are all the optional things you can do in this area now:

Check anchor

As you enter the next area, you will see a giant anchor at the bottom of the screen. Come here and talk to Dee about Anchor. Here you will also learn how to skip the dialog by clicking ".", and return to the dialog you may have missed by clicking the button ",".

Win over Chucky in a race

Go to the right side of the screen and onto the race track. Challenge Chucky to the race, then wait until Di counts down and says "go". When she does, the option to interact with the environment will reappear. Double click the end of the race track and you'll pass by Chuckie.

feed the duck

Continue to the right and you'll see a couple of the earlier ones. You can ask them for a drink of breadto feed duckbut they will say no. You can try to take some of breadbut you will be stopped. Approach the basket past the man and take an interest in what is there. Chuckie will start rummaging, giving you enough time to brush away bread. Then you can use this to feed ducks.

Add some sauce to my scurvy dog

While feeding the duck, you may notice that on the floor, on the right, there is red plate. Interact with it and Chucky will tell you it's ketchup. Take it and add it to yours Scurvydogby going into your inventory and combining Scurvydog с red balloon.

The practice of sword fighting

The boat north of the duck pond is where you can practice sword fighting. If you try to fight Di, she will not accept your challenge. Instead interact with boatand you can fight chucky.

Find a four leaf clover

Come to the right of red plate and read the sign by the grass. Soar above the grass and you will be able to search four leaf clover. Right in the middle you can find one.

Make a wish at the wishing well

Walk to the right of the grass and find wishing well. Take coin right by the well, then throw it down and make a wish. Whatever you choose, it will happen.

Find our real parents

After the rest to-do list marked, it's time to find your real parents. Go through the pink gate and sit on the bench.


Part 1 - Friendly place

With the prelude over, it's time for Guybrush Threepwood to tell the story of his return to Monkey Island. This step by step guide will take you step by step through Part 1 - Friendly place, which takes place on the melee island. We've tried to avoid major spoilers where we can in this guide, but have included all the information you need to complete the required objectives and puzzles to advance the story.

Guybrush's story shows he's coming back to melee islanddeep in the caribbeanwhere he will encounter both new and familiar faces. Part one - Friendly place starts at lookout tower on the Melee Island, where Guybrush starts a conversation with Old Pirate Watchman and declares that he is going on a journey together to go in search of the Mystery of Monkey Island.

You will soon learn that Guybrush's sworn enemy LeChuck is also located on the melee island, and is also preparing for a journey to find The Secret of Monkey Island. Much to Guybrush's dismay, Old Pirate Lookout asks if Guybrush is going with LeChuck. This opens up several dialog options with a Lookout that you can run through. If you choose “I'm going on my own journey. My". However, the conversation will end there and he will tell you that you need to go to Scum Bar at the docks to talk to pirate leaders.

If you try to travel inland to the north of the island, you will not be able to do so. The only option you have is to take the stairs straight down to the docks. There is also no research here. You will be prompted to go straight to the Scumm bar and meet with three pirate leaders to discuss financing the Guybrush Expedition.

When you enter the bar, you will see a bunch of pirates sitting around a table and a large red book on the right side of it. Learn it and then take it. it Book of Little Thingswhich you will need to assemble Trivia Cardsthat are scattered throughout the game. Each time you collect it, it will appear in this book for you to answer.

When you start a new game, the trivia cards you previously collected will still be in the book when you pick it up again.

Head to the right and to the back Bar Scumm. Talk to three people sitting where they should be Pirate Leaders. Guybrush learns that these are, in fact, new Pirate Leaders: Captain Madison, Leela and Trentand they are not interested in helping. Ask them: "Are you the one who should talk to you about financing the expedition?" The next answer, no matter what you choose, Leela will ask you to kill Guybrush.

Answer: "I'm going to find the secret of Monkey Island." Then answer the way you like. Whatever you choose, the Pirate Leaders will laugh. Here you can discuss funds, vessel availability and crew formation. You can run through the dialogue options here and it will end with the words "If you don't take this opportunity, LeChuck will take it."

This seems to make the pirate leaders a little more interested in your enterprise, but they won't budge to help. They will also offer you to simply agree with LeChuck. After a less than helpful conversation, Guybrush will exit the panel and you will be notified that your to-do list has been updated.

Now it will say:

  • Talk to pirate leaders to get money (checked)
  • Use wads of cash to equip the expedition (crossed out)
  • Get or find a ship
  • Find the secret of Monkey Island and relive the glory days

So, it's time to get or find a ship!

How to get to or find a ship in Return to Monkey Island

When you passed by Bar Scumm earlier, there was a ship in the distance, so you will want to return there. Go left from Bar Scumm and go up to the docks to see LeChuck's ship - LeShip. Handy for Guybrush, there is a sign for vacancies outside. Interact with vacancies? Governing body and the Quartermaster on the left will automatically start talking to Guybrush. You want to ask about Swabbie's job to be told you'll need to bring your own mop.

But there is also a more serious problem. Guybrush is asked to give his name. Whatever you choose here, you'll find that LeChuck has a blacklist that consists of... just Guybrush Threepwood.

After update to-do list you will see that the phrase "get or find a ship" has been crossed out and replaced with:

  • Join the LeChuck team
    • Solve the problem: Quartermaster recognizes me and won't hire me
    • Get a mop

Looking for a specific answer to one of these goals? If you click on the links above, you can jump straight to each of the sections.

Leave the docks and head back towards the Scumm Bar. You will see two people passing by, one of which is - lady voodoo. Follow them up low street (right) where you will encounter a familiar face. After a short conversation, you will be free to explore melee island.

Go to Real Voodoo Store or Mojo International House. As soon as you enter, Guybrush will automatically come to the back of the store to talk to lady voodoo. Here you will be given a hint book that you can use at any time throughout the gameplay. Walk around the store and when you're ready, exit.

Cross the street and enter Maps-n-Morecontrolled by Wally. Talk to him and tell him you are looking for a mop, he will tell Guybrush to try to talk to the cook at the Scumm bar and ask him where he got his mop from.

Interact with each of the cards in Wally's shop here to unlock the achievement Cartographic Botany. Now that you have a clue on where to get the mop, head back to the Scumm bar.

You can skim through other dialogue options with Wally, but here's the most important information you need right now.

Before you leave Wally's, take a look at Monocle in a box on Wally's desk. When you examine it, you will be able to steal it, although Wally is glad they were taken. Pick it up and then exit the store.

How to get the mop in Return to Monkey Island

Go to the right of the Scumm bar again, this time past the three pirate leaders and into the kitchen. After a quick reunion with cook you can scroll through the dialog options. The most important of these is, of course, "Do you know where I can buy a mop?" The cook will tell you that you don't want to buy a mop, you want to make a mop.

First, you need to find the wood you need to craft the mop marker. You can ask questions about where you can find a mop tree and what kind of wood it is, but none of them lead to clear answers. “What about the mop head?” does. The cook will tell Guybrush, fortunately, everything will be done for this, but we will return to this later.

How to find wood for the mop handle in Return to Monkey Island

Since Wally is the one who told Guybrush to talk to Cook, go back to him. Now you can tell him: "I'm looking for a tree that can be used to make a stupid mop." He says that he can create a map for you, but to create it, he will need a piece of wood from a mop. You may notice that Monocle reappeared in a box on Wally's desk. Take this one too, and then exit the store.

Get back to the street Mojo International House. If you were browsing the store before, you would see the knife at the bottom of the screen. Enter the store, inspect it, and then say: "I really want this." With a new knife, return to scumm y bar docks, and you will see that a new patron has appeared.

Return to the kitchen and try to take a slip from the mop. You will be told to stay away from it even if you try to steal it. Instead, talk to cook again and find out about the new client in Bar Scumm. He wants a special dish to be created, so you can offer to bring the recipe to the chef and have him cook it. If you ask what ingredients were in the dish, they will tell you that the customer does not know, he just had it in governor's mansionso that should be the next stop.

Come back through low street and up on high street, past Mojo International House and Maps-n-More. While you're here, take a dip into the prison just before the arches to see two more familiar faces.

Take a look at the lock in Otis' jail cell and Guybrush will say that the inscription is too small to read. Open your inventory and use monocle locked. Guybrush will write down the serial number, now all you need is a locksmith. Luckily, there is a new locksmith shop conveniently located opposite the prison.

Talk with Locke Smith here, and then give her the serial number from the prison lock. She will hand you the prison key to the lock so you can go and free Otis in just a second. Before you leave the store, examine the Crackers and the Purple Book by the window. When you interact with the crackers, the locksmith will tell you not to touch them because they are her last.

Now return to the prison and free Otis. This will give you Hello Wait! Trophy.

Exit the prison and go through the arches, to the left, until governor's mansion.

Go to Governor's Mansion

When you enter, Carla will greet you. After a little skirmish with fencing and insults, you can ask Carla about the dish that was served at the event. She won't be able to help but you should take a look at her bookcase where she has a book called "Ingredients" Barbie LeFley.

While you're here, also interact with the purple book called At the End of the Board.

Examine the book, so it will be possible to ask for a loan. However, when you ask to borrow it, Carla will say no - Guybrush didn't return the last one he borrowed and she's still upset about it. No matter what you say to apologize, Carla will say that she needs more, so now you need to find a way to do it for her.

Apologies to Carla

Return to low street and Mojo International House. Next to the knife you got earlier, you will see a frog. Ask what it is and they will tell you what it is forgiveness frog. Say you want to buy it. If you try to take it to Carla for who she is, she won't accept it, so remember Lady Voodoo said it's like a map - but better!

You will need to write about Frog Forgiveness. Luckily, one of the items you start the game with is a modern pen. Combine the handle with the forgiveness frog to start apologizing. Of course you will need to start with "Dear Carla" but soon you will have several options on how to proceed. The next part of the apology should mention the loss of the book, but you will need to find the rest of the information to complete the apology.

A way to find out how the rest of the letter should go can be found at the docks and on Low Street. First, approach the docks and return to the observation deck. There is a poster of Carla. Write down the information and then return to Low Street. Examine the statue of Carla to find out which place you will need to use in your apology.

This information seems to change throughout the playthrough, so you will need to do this every time.

Once you have the information, write it down on the Forgiveness Frog and return to Carla. Give her the Forgiveness frog and now you can borrow book "Ingredients"».

Give the book to the cook

Return to the Scumm bar and give the cook the Ingredients book. The cook will begin cooking, creating a distraction so you can slide the mop. Use your knife on the mop to get a slip from it.

Go back to Wally in Maps-n-More and give it to him so he can create a map for you to find mop tree. The map will show you a bridge and a house where you need to start. Climb up to the Governor's Mansion or Observation Tower and then head towards the island's hinterland. Here you will see a few more areas you can explore:

  • Forest
  • Shipyard

First go to the Forest. There is a sign here that you can read that recommends a map to explore the forest.

Now that you have it, enter the forest and pull the card up. You will notice that there are several paths in the forest where there are purple flowers, mushrooms and carnivorous plants at the entrance to each of them. These are your clues for the order you need to go on the path. Open your card, then look at which character is in front of the path to work out the order in which you need to take them.

Follow this path and you will soon be at a tree with a mop. Use the knife on the tree to get a mop handle. With this, we are halfway to creating a mop!

In the meantime, exit the forest by turning left along the path. When you leave the forest, you'll want to go right and cross the bridge to the building you saw on the map. it Museum of Pirate Knowledge! Go inside and look through as many items as you like, but pay special attention to the glass case. Examine the Eye Patch and the Curator will explain that it is an Eye Patch that belonged to John Laney and has voodoo powers that can disguise people.

How to solve the problem: The quartermaster recognizes me and won't hire me at Return to Monkey Island

Now that you know that an eye patch can create a disguise, we want to get hold of it. Examine the display case, and Guybrush will say that there is a very small inscription there. If you try to use the Monocle it will still be too small to read. Open your inventory and combine the two monocles you should have (if you don't have the second, go back to Wally's and get one). Then use it on the display case.

This will give you a serial number. If you try to interact with the display case, the parrot will squeal and you will be led out of the museum, so it's best to return to the locksmith.

Before you go, go to the other side of the room and enter the Storage Room. Grab the cracker mix from the left side and then return to the locksmith. Give her the serial number and ask her to create a key for the museum display case. Once she passes it on to you, give her the cracker mix. She'll trade it in for the ready-made ones on the plate, under her parrot.

Return to the museum and give the parrot crackers. Then use the key on the lock and steal the eye patch. Once you receive it, Guybrush will automatically leave.

The only place that has not yet been explored is the shipyard, so head there further.

You can explore and remember, but the most important thing here is Sponge. Go right and explore strange mass. Then take the dried sponge. Open your inventory and combine it with the mop handle and the mop is finally complete!

Now you have a place where you can also try on the eye patch. Try to put it on and nothing will happen - just like said museum curator. Eyepatch needs his Voodoo back, so it's time to head back to the International Mojo House and talk to Lady Voodoo.

Talk to her about the blindfold and ask her to take a look at it. She says she can restore voodoo, but she'll need "The bite of a thousand needles." To do this, return to the Forest and go inside. Look at carnivorous plant, then use your knife on it and collect the sample.

Go back to Lady Voodoo and let her carnivorous plant. She will put it in the cauldron and you will finally get your disguise. With a completed mop and enchanted blindfold came time to go back to LeShip and become part of the team.

Walk the docks and put on enchanted bandagebefore you reach the quartermaster. Then approach her and talk to her about Swabbie's work. All that's left to do now is show her the mop then you'll be on board LeShip as soon as possible.

Now that you are part of the team, this is the end. part 1 - Walkthrough Friendly Place!


Part 2 - Dangerous Journey

In the second part of the passageReturn to Monkey Island» Guybrush Threepwood leaves Melee Island and sets out to sea. On this page we will guide you step by step through Part 2 - Dangerous Journey. We've tried to avoid major spoilers where we can in this guide, but have included all the information you need to complete the required objectives and puzzles to advance the story.

Part 2 - The Dangerous Journey Begins on Board LeShip and in the hold. You'll soon find out that trying to escape the hold is a little more difficult than it looks, so Guybrush will have to get creative.

How to get out of the hold

First, take a brochure, which is next to ghost chicken. Then take a look at the box and find out what's inside. Skull will tell you that he is undercover and you can interrogate him to try and get information about what Captain Madison wants. Once you are done with it, go to porthole.

There are a number of screws holding it closed, but that seems to be the only way out. If you try to use your knife on it, it won't work because of how tight the screws are. It's time to grab a mop and get to work! Take mop and grease fat, which was thrown out by Gullet. Then grease it onto the porthole screws.

Take knife and remove each of the screws. Once you've done that, smear some lube and put it around porthole. You will need to do this three times to squeeze out, but remember to put the squeegee back first.

When you go outside, you will be on the outer edge of the boat. Go right and up the stairs to the deck. You'll run into LeChuck and his crew talking about a potion they're making to get to Monkey Island. In order to complete the potion, they lack one ingredient - flattened skull. Guybrush is tasked with finding the last ingredient as a rookie aboard the ship.

How to get a flattened skull in Return to Monkey Island

Return inside the ship and to the hold. Gullet will drop you there as soon as you get close to it, which is good because that's where you need to go! Then pick up the skull you unpacked earlier. You can convince him to come with you or take him against his will - either way he will go with you.

Escape back through the porthole, then go up the ladder and back inside the ship. At the bottom of the stairs, in front of LeChuck's hut, there is a washing machine. Touch it and it will break.

You will need to repair it and luckily you will already have an item to do so. Go into your inventory and use the screws you pulled out of the porthole on washing car. Now that it is fixed, slide the skull through it to flatten it.

Go back upstairs and lower the flattened skull into the cauldron. Seems simple enough, right? Moments later, disaster strikes and there is no more potion to work with, plus Googlet is on board the ship. Unfortunately, it's time to start from scratch and come up with another potion. Except there's a problem - the crew is telling you that there aren't any ingredients left.

Climb up to the Crow's Nest, which can be found behind the door that leads you back to the ship. Use telescopeto scan the horizon and see that you are not the only ship making the Monkey Island potion. In fact, the other ship also lacks a skull for their potion.

Head down the Crow's Nest and speak with Iron Rose, the Quartermaster. It turns out that the crew is not very interested in going to Monkey Island and they voted against it. Your job now is to convince them all to change their minds and vote to go to Monkey Island.

How to Convince the Crew to Go to Monkey Island

The crew, with the exception of Gullet, consists of five key people. These include:

  • Putra
  • Scent
  • iron rose
  • Flambe
  • Apple Bob

Looking for a specific answer to one of these goals? If you click on the links above, you can jump straight to each of the sections.

You can try to talk to each of them and change their minds, but they will want something in exchange for agreeing to change their vote. Start by visiting first LeChaka in his cabin inside the ship. Talk to him about finding an alternative way to get to Monkey Island and you will be thrown out of his cabin with documents.

It is a First Stroke Report, and you will need to find 5 items to put here and then take it to Rose to sign. The ghost rats that sit outside of LeChuck's hut can be added to the First Swab report, so take it out of your inventory and click on it to the rats when you exit LeChuck's hut.

Now go to the galley, which is located on the far left side of the ship (opposite LeChuck's cabin). Here you can add the entire galley to the First Stroke report and start by persuading Putra to change her voice.

How to Convince Putra to Change Your Voice

Putra worries about one thing and one thing only: being seen as a chef. Ask her why she is not called a chef and if she tried to get promoted. She will drop papers on the table that require a promotion and you can pick them up and offer to help her get a promotion.

Leave the galley and go down to the hold. You can add a smeared porthole to the First Swab report here. You can also give the chickens some chicken feed, leave the hold, and come back to add their waste to the report.

Now go up to the deck. Here you can add potion stains to the first swab report, or swipe left or right to add boxes. Give the report of the First Stroke to Iron Rose and ask her to sign it. Once she does, she will hand you a stack of papers to get LeChuck to sign. Add Putra's promotion to the stack of papers in your inventory and then return to his cabin to sign them all.

If you did it in a different order and took the documents to LeChuck earlier, he already stamped them. It doesn't matter, you can take the Putra Promotion papers back to him and stamp the stack again.

How to convince Flair to change her voice

Convincing Flair is a little easier than the others, as she only asks that you return a special item to her - her grandmother's whale knife. She tells you that it was sticking out of Guglet's back and the Guglet has since been thrown off the side of the ship.

To find Gullet, go down into the hold and climb out of the porthole. Go left and look at the rudders. This will cause Guybrush to descend from the ship and find out exactly where Gullet is stuck.

Look at Gullet's back and you will see a knife. Examine it, then remove it from the back. Give it back to Flair and she will agree to change her voice.

How to Convince Flambe to Change Your Voice

In order to convince Flambe to change his vote, you need to complete the section for Putra.

Flambe can be found in the Crow's Nest while reading a book. Talk to him and ask him what he wants in exchange for changing his voice. He says his favorite thing is sleep and food, so you can ask him what his favorite food is.

He will tell you that this is scorched Alaska. Putra can do this, but she won't make it hot enough for its taste. However, go back to the galley and ask Putra to whip up the scorched Alaska. Pick it up and return to the deck.

To the south of the door is a cannon. Approach it and you will see a glow stick. You cannot lift it as it is, so you will need to trim it. Use your knife to cut off the top of the glow stick and then combine that with Scorched Alaska.

Return to Flamb and give him Scorched Alaska. He will take it, toss his book aside, and agree to change his voice. Examine the book and ask to borrow it, and then descend from the Crow's Nest.

How to Convince Iron Rose to Change Your Voice

Now talk to Iron Rose. After a short conversation, she will tell you that she is having a crisis of faith and cannot remember why she was so inspired by LeChuck in the first place. You'll need to find something to convince her that LeChuck is an inspiration... so use the pamphlet you got from the hold when you first joined the crew.

Open your inventory and reveal the Iron Rose Pamphlet. That's all you need to do to convince her to change her mind about going to Monkey Island.

How to Convince Bob's Apple to Change His Voice

Turn right from Rose and talk to Apple Bob, who is hanging upside down. Ask him what he needs to change his mind and he will say that he misses the fun they used to have. Scroll through the dialogue options and it's pretty clear that Apple Bob loves to read. Give him the book you got from Flambe and he will agree to change his voice.

Go back to the galley and talk to Putra again, as she said she would vote the same as Rose. This is the final part of getting them all to agree to change their vote. When all the crew members are convinced, it's time to ring the bell and start voting. The bell can be found to the right of the ship, up the stairs and across from the ship's well.

Ring the bell one time

Go and ring the bell once to announce the vote. If everyone could be persuaded to change their vote, they would all agree now. Before you can complete the last step, you will need to steal a card. Return to the bell and ring it twice.

Ring the bell twice

Ringing the bell twice will make LeChuck come on deck and start screaming. When he starts, you can sneak out to his cabin. Find the card on his desk and swap it with the one you used to get the mop handle in part 1.

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With the map pinned, you now need to send the skull to another ship to get them on their way to Monkey Island for you to follow. Go back to the cannon and load it with the skull you flattened earlier. Light up the cannon and send it to another ship to help them on their way.

Now all that's left to do is watch the cutscene and select a few lines of dialogue before Part 2 comes to an end and Part 3 begins.


Part 3

Find the secret of monkey island

You will start this act underwater - you will need to quickly move to the right, and the air in your lungs will decrease with each screen change. Don't worry, you'll still make it to Monkey Island!

Look back at the beach. If you examine the tree on the left, you may eventually come to an epiphany about the heart scrawled on it. Hit the tree five times to get the achievement.

Walk left and examine the skull on the ground. It's not Murray, but Guybrush will pick it up anyway. Now go to the jungle at the back of the screen, this will take you to the map of the island.

There are several places you can go - first check out the red berry bush, next to the river. This is the first step towards the Mystery Map.

Next, you need to reach a large stone hand - to do this, select the right exit from this screen. Next, you need to go north past the wooden chicken and then right past the bees and next to... a helpful but misspelled sign.

This familiar sight obviously contains a trap. Try to pick up the shovel in the center of the screen and Guybrush will be caught. The next scene contains important information, so be sure to listen carefully! The important thing is that Captain Madison has a genuine map of the location of the Secret, but it is encrypted and she hires you to help decipher it.

To break the cipher, the person with the card must play LeChuck's theme song, eat his favorite food, and say his catchphrase.

You will end up working with the pirate leaders as Guybrush is the only one who can get on LeChuck's ship and that is how you learn the three components to decipher the map.

For now, however, it's time to explore Monkey Island a little more thoroughly!

  • Climb to the top of the mountain. There is another skull here, pick it up.
  • There is another skull on the ground near the shipwreck. Take it.
  • There is also a skull on the volcanic beach next to the driftwood.
  • Finally, there is a skull on the way to the giant monkey head.

While you're at the head of the giant monkey, talk to your new "teammates" as well as the real Murray skull on the right side of the screen. While you're there, pick up the bone hand on the floor near the wooden spikes.

After talking to the pirate leaders, you'll learn that you can get one of them to cast a disguise spell on you, but to do so, you'll need to find a secret item from one of LeChuck's teammates.

How to get a secret item from one of LeChuck's teammates

Return to the volcanic beach. You can walk across the water to LeChuck's ship and board again. You will be walking underwater - another skull can be found at the left edge of this screen - grab it and then climb up the anchor chain.

Instead of climbing over the rails again, walk along the side of the ship and climb down to meet Gullet again, still stuck in the steering wheel. He is holding a collection of poems in his hands - this will pass for a secret item!

Talk to Gullet and help him with the verses:

  • Germs rhymes with Worms.
  • Roses with grow.
  • Snack rhymes with Black.

With these answers Gullet will be satisfied, and his first collection of poems will be completed.

However, he will not only give you the book for free - give him the business card that you received from Konrad in the first act, and Gullet will gladly give the book back.

With the book in hand, return to the giant monkey head and give it to the pirate leaders. The book of poems will turn into a book of disguises, with which you can take on a new look.

Leave the area and return to the ship - you can simply click on the ship instead of the volcanic beach to take a shortcut. Read the poem before climbing over the railing disguised as Throat.

How to learn LeChaka's catchphrase

Now that you're on board, it's time to find the three things you need to decipher the map. Asking Apple Bob about them will give you some clues: LeChuck's catchphrase is apparently changing all the time, his favorite food is probably made by Putra, and Flair Gorey is composing a new theme song.

Go down to the ship, and then to LeChuck's cabin. On the shelf on the right is his diary - take it. Examine it in your inventory to read it - this way you can learn its catchphrase. The last entry that mentions the catchphrase is from April 10th, it says that LeChuck reverted to the catchphrase he used on the 17th. Turning the pages back, you can see the catchphrase "Plunder my blasphemous holds!" (Plunder my blasphemous bilges).

How to find out LeChuck's favorite food

Having done this, go to the galley and talk to Putra. During the conversation, when the opportunity presents itself, call her the chef. This will make her like you a little more, and she will offer more information - for example, tell you about LeChuck's favorite food. She will reveal that these are tentacles with daisy sauce, but she does not have tentacles in the galley to cook them.

To get the tentacle, go back underwater through the anchor and back to the volcanic beach where you will find a dead squid. Using your trusty ceremonial knife, cut off the tentacle. Take this to Putra and she will prepare the dish.

How to learn LeChuck's theme song

To find out the musical theme of LeChuck, return to the deck. You need to distract Flair, who is busy composing it - start voting by ringing the bell near the ship's wheel, but only once. Calling twice will cause Apple Bob to tell you that LeChuck is not on the ship.

Fleur will exit the ship and start wondering what the vote is about - use this moment to sneak back to the ship and pull the music sheet out of the barrel on the left.

How to decipher the true card

It's time to decipher the map. Return to the giant monkey head and chat with the pirate leaders.

The first thing you need to do is play LeChuck's theme music, and your instrument (sorry, Murray!) will be an impromptu xylophone made from skulls. First, place the skull on top of each pillar - you should have collected enough to make enough for each pillar. Once all the skulls are equipped, hit each of them on the head with a hand bone you picked up nearby and write down the notes they play. For example, from left to right, our skulls emitted the following notes:

Si - Sol - Mi - Fa - Re - Do - La

Examine the score you stole from Flair - the tune is:

Do-Do-Mi-Sol-Fa-Fa-Re

Hit the corresponding skulls with the arm bone in the order listed. Remember that Murray's note is "D", the game won't indicate this on hover.

In the next cutscene, you will need to find the right words to make LeChuck's catchphrase. After that, agree to eat the dish with the tentacles, and then enjoy the cut-scene.

How to fix a ship

First things first, pick up the book on the stump and Murray. Then choose any exit to return to the Monkey Island map.

Head to the wreck of the Sea Monkey ship and use the useful book on the wreck.


Chapter 4

Heading to the voodoo shop

While Elaine is running away to organize earthquake relief, you must head to the voodoo shop to find out the secret. Talk to the villagers along the way, study both the cookbook and the exotic drink. You can't steal a cookbook yet, and you don't have to pick up an exotic drink yet.

On your way to Low Street, you'll see an important cutscene in which LeChuck and Captain Madison make something of a truce.

Go to the voodoo shop and talk to the voodoo lady. She will inform you that the Secret is hidden in a safe in her shop - a safe with five locks. She will also tell you that it is enchanted so that it cannot be moved.

As you exit the store, you will run into Widey Bones, another man whose life has been dedicated to finding the secret. She will inform you that you need five golden keys hidden a long time ago to open the safe. It will also give you information about the location of the keys:

  • Widee Bones herself has one of the keys, and she won't hand it over until you have some of your own.
  • Mrs. Smith had one - she lived on the island of Meli.
  • Bella Fisher had one but lost it at sea.
  • One of the keys is on Brr Muda.
  • The last key is on the Isle of Terror.

As Widee leaves, Guybrush remarks that he needs a good sea chart, making it obvious that our next destination is Wally! You can just ask her to give you a sea chart!

It's time to start hunting for information and items that will help us find the keys.

Exploring Mili Island

On the High Street, you will find that the fish shop that the old pirate leaders were going to open in the first act is actually open! Go inside and chat with the vendors. They will have information about Bella Fisher - in particular, that she had a secret fishing spot, probably where she now rests (with her Golden Key), and that she probably left hints about its location.

While you're here, order pink salmon - at the expense of the house, of course!

Enter the locksmith's shop - you may remember that the owner's name is Locke Smith. Ask her about it, and she will tell you not only that Mrs. Smith was her grandmother, but also that Mrs. Smith left the key to Locke in her will. Unfortunately, the key was apparently destroyed when Locke was too sad to retrieve it. She will serve you the probate order as evidence. Research this to get a hint on where you can use this item - this will come in handy later.

Approach the governor's mansion, talk to Carla and in conversation ask for one of the IOUs she gives out. It is important that you choose local business recovery as your reason. Give this IOU to the weeping chef in the ruins of Scumm Bar. After reassuring the cook, you can pick up the cookbook.

With the cookbook in hand, return to the governor's mansion. Put it back in the bookcase - now you can take another book. Take The Endless Journey That Never Ends.

Head to the shipyard now - it looks like Stan's office has completely collapsed! Pick up the toothbrush and Stan's photo from the floor.

Open the world map, click on your ship in the docks - as long as you have the sea map, you will now have access to two more islands: Scurvy Island and Dread Island. There is also a ship that you can visit. First we will visit the island of Tsingy.

Note. You can also simply click on the sea map in your inventory to instantly board your ship! It can't be used in every situation, but it's a fantastic time saver.

Exploring Tsinga Island

Leave the beach and you will find yourself on Scurvy Island. Ignore the many linden groves and reach the camp at the top of the island.

Elaine is not here, but you can pick up some useful items - take a picture frame, a note on the table, and firewood near the entrance.

The note says that Elaine works in the lime grove east of the lighthouse and south of the camp. Head towards it, it is located at the intersection of these two points - the image below shows the correct location.

Here you will find Elaine - talk to her and be sure to ask for some limes. She will also hand you a flyer - apparently her flyers don't convince pirates to eat limes and you need to find a sales and marketing expert to consult with them.

Boarding LeChuck's ship

When you arrive at LeChuck's ship, you will need to make sure that the shore is clear - when you go up to the deck, talk to Bob. He won't hold a grudge and it quickly becomes obvious that you need to get the joke book you gave him earlier from him. He will exchange it for another book, especially a very long one - give him "An Endless Journey That Never Ends" from the Governor's Mansion to get a book of jokes.

Go down to the ship and into the galley. Take the Demon Pepper Shaker. Combine the Demon Pepper with the lumpfish you bought from the Fish Shop on Melee Island to get Seasoned Fish.

Quickly return to Tsingy Island and find a nest of seagulls in the grove - in the upper right corner of the map. Head there and then throw one fish at the seagull. The seagull will fly away - pick up the torn picture of Guybrush.

How to get Mrs. Smith's Golden Key on Brrr Muda Island

Our next destination is Brrr Muda Island, a frozen landmass to the north. You must have limes to be able to sail north of Dread Isle, as there is a scurvy checkpoint there - you can see this marked on your sea chart with a horizontal line. When you get to the screening point and show your limes, you will be asked to fill out a customs form.

Check the boxes next to the following questions:

  • 1, 5, 11, 21, 26, 27, 28, 29, 32 and the last question.
  • If you have never taken the quiz, mark 25.
  • If you have ever taken a quiz, mark 31.

After that, you will be able to dock with Brrr Muda. Here in the first area there are two buildings, the town hall and the courthouse. Enter the courthouse - the town hall is currently locked.

You can chat with Judge Planke at the courthouse for some funny lines, but you're here first and foremost to deliver Locke Smith's will documents to him. It turns out that the items weren't destroyed, and while someone named Brad made off with a fancy box, the Golden Key wasn't! Judge Planke just passes it on to you! First Golden Key received!

How to get Queen Odin's Golden Key on Brrr Muda Island

Proceed to the Brrr Mood map by following the path between the courthouse and the town hall, and then head towards the ice castle. Climb the too long path to the castle itself, before chatting with Odin, the queen on the throne, take the matches near the firewood. A short conversation will reveal that if you want her crown, which has one of the Golden Keys on it, you will have to beat her in three contests. Throwing her any challenge, you will automatically be transported to the town hall.

  • In the first, you need to eat more raw fish than the opponent.
  • In the second one, you have to have the last laugh.
  • In the third, you need to solve a difficult problem in algebra.

To win the first challenge, you first need to get some Fish of the Day from the fishmongers in Mili. For us, it was pinagoras. If you follow this walkthrough, they will currently be spiced with demonic peppers, which Guybrush cannot eat. Return to melee and trade your fish for fresh ones.

Back at the town hall, fill the bucket on the table with unseasoned fish and then season it with demon pepper before ringing the bell. Instead of using one of these fish in a competition, when prompted, toss one of your inventory onto a plate - Odin won't be able to eat the extremely spicy fish and you'll win the competition.

To win the Intelligence Contest, you need to successfully switch your paper to Odina's paper.

You may have noticed earlier that Odina is very distracted by the sound of dripping water, and in this competition room there is a handy huge icicle that needs to be melted. Place the wood from Tsinga Island in the fireplace and light it with matches from the ice castle.

During the contest, wait for Odina's attention to be drawn to the dripping sound on the left, then quickly switch papers.

To win the Seriousness Contest, you just need to use the joke book you received from Apple Bob when prompted to try and make Odin laugh.

By winning all three contests, you have already received your second Golden Key!

How to find the golden key on the island of horror

Travel to the Isle of Terror. In the first area, you have nothing to pick up, so just head inside the island to open the world map.

First, head to the wrong place on the right. Take the silver key from the skeleton. Now go to the mysterious clearing at the top of the island. Pick up the oil lamp to the right of the clearing.

Now follow the winding path. Follow the path, opening up most of the screen as you go - remember, it's winding - until you find a gate with a sign on it. Pry off the sign with your ceremonial knife and then use your silver key in the keyhole. Enter the open dark cave.

Combine the matches with the oil lamp. Follow the path using the light of the lamp, and then enter the cave on the right. First go north - take a piece of paper here and inspect it. Pay attention to the marking in the middle of the passage. Pick random exits, picking up notes as you go - you'll end up with a stack of five.

Each note mentions a season (Spring twice), so logic dictates that in order to navigate this maze, you'll have to start in Spring and choose the exits that match the marks on the notes. Examine the sign with XYZZY to reboot - it will teleport you to the cave entrance. Log in again so you can start over.

  • The first room has only two exits with markings next to them, and only one of them corresponds to the Spring Passage. Choose the right exit.
  • Summer will lead you to the right again.
  • In autumn, take the left exit.
  • Winter will be on the left.
  • The second spring note will lead you to the right.

You will reach the Pit of Agony. Before you dive into the water, make a detour - leave the Isle of Terror and board LeChuck's ship again. Climb up and use the lamp on Flambe's head to ignite it with demon fire - now it will not go out underwater. Return to the Pit of Agony and dive underwater - don't worry about having to solve the puzzle again, the game will skip it for you.

Walk to the right and you will come out onto land again. Go deeper into the cave, study the sign and you will meet Herman the Toothy. After talking to him, try to take his Golden Key and enjoy the ensuing conversation - the ensuing argument results in you having the key but losing the lantern. To exit, read the XYZZY sign. Received the third Golden Key!

How to Find Stan and Solve Elaine's PR Issues

Travel to Brrr Muda Island and enter the ice quarry from the world map. Ask the guard if you can go inside to visit the prisoner - Stan in particular. You will need to prove that you know this person.

Examine the picture frame in your inventory. You will be able to rearrange the various portraits that you have already picked up. Arrange them so that it has pictures of Stan and Guybrush, facing each other. Show this to the guard and then enter the quarry.

Talking to the prisoners will reveal that Stan is "deep" - indeed, you'll find him right on the northeast edge of the screen. Talk to him. He will hand you a document confirming that he has only been in prison for a month, which means that he will refuse to let you get him out. He will also tell you about his accountant, Ned Filigree, who apparently keeps very thorough records.

Here's the problem: you need Stan to get to know Elaine, he's the one who can help her with a marketing problem. With his refusal to break out, you'll have to escalate the charges.

You'll find Ned Filigree on Barebones Island, which is directly west of Brrr Mood. This is a tiny island with one inhabitant - the accountant you are looking for. After introducing yourself, show him the warrant that Stan gave you. In a panic, he will give you several revealing financial statements, which you must immediately take to Judge Planck on Brrr Muda. He will accept the evidence, but you will need to convince him that you are Ned. He currently thinks you are Guybrush.

Look into the financial statements in your inventory and then dig through them to get Ned's accounting license and Stan's financial statements, then combine Ned's license with the photo frame - rearrange the photos to show Guybrush's portrait next to the license. Use this to convince the judge.

That's enough to get Stan sentenced to ten years in a career—enough to make him want to escape from prison. Return to the ice quarry to break the bad news to Stan by showing him the updated documents. He will beg you to release him.

Use the magnifying glass monocles on his shackles and get the key made on Mili Island. Use the new key on his shackles and enjoy the cutscene. After the cutscene with Elaine, take the new pamphlet.

Return to Barebones and find that Ned is missing. While you're here, take Ned's painting from the tree.

How to get Bella Fisher's Golden Key

With the new, improved brochure in hand, sail to the drifting ship next to LeChuck's ship. The sailors here want nothing to do with boring old limes, but their crew is plagued by scurvy. Show them the new brochure and they'll let you on board. Climb up the rope ladder and quickly remove the Bella Fisher flag from the rope above. This is what we came here for.

Trying to overlay a flag on a sea chart will let you know that you'll need a different flag to find the location of Bella Fisher's secret fishing spot.

Head to Mili Island and visit the Museum of Pirate History. Use the old burglar trick and the old display case key to steal the flag, it's a copy and won't work for your purposes, but you still need to do it.

The real flag is in the pantry, but the door is currently locked. Enter the museum again and this time open the display case without giving the biscuits to the parrots, thereby triggering their alarm. Conrad will open the pantry, but will be distracted by folding the replica flag. Quickly enter the pantry and Guybrush will swap the replica flag he just grabbed for the real one.

It remains to find the last flag. Go to the fish shop on the High Street. Now ask the shopkeepers about the flag hanging over the door. After a short conversation, you will be taken to Chams and tasked with finding other Chams members to talk to. Show the following people the bait you just purchased:

  • Locke Smith in his shop.
  • A pirate outside the Scumm bar.
  • Ice Pit Guard on Brrr Muda.
  • Elaine in the lime grove on Scurvy Island.
  • Apple Bob on LeChuck's ship.

Whenever you talk to one of the Chams, you will have to tell a story. Choose these options to successfully learn more about good storytelling:

  • Pirate hunter Morgan LeFley held my first mate at the point of his sword...
  • ... my ship was swallowed by a whale!
    • Once you learn about the angler's jargon, this option will change to "huge whale lanker".
    • Once you learn about the descriptions, this option will change to "titanium alabaster whale".
  • It was nasty inside. Soft floors and yellow things everywhere.
    • Once you know about the descriptions, this option will change to "soft cheese walk".
  • I made a line out of my own hair.
  • Then Morgan knocked me out and sold me to my enemies.

Once you've learned all the fishing storytelling techniques, you'll be directed back to Cod's Wallop, the fish shop. Tell the story there by demonstrating the lure. If successful, you will be able to take the third and final flag.

Try to combine two of them and Guybrush will overlay them on top of each other and on the map of the sea, revealing Bella Fisher's secret fishing spot.

Before you leave the fish shop, you might notice a puffer fish in a barrel at the bottom of the screen. You will need it soon - after studying it, you will understand that you need to win it in the burp contest. Luckily, there's something nearby to help you burp brilliantly - head back to the Scumm Bar and grab an exotic drink there. Run quickly back to the fish shop and then drink it - if you're not fast enough, the drink won't work. Start a burp contest immediately and you'll get a pufferfish when you win. Exit the store and return to your ship.

Head to the place marked with an "X" and drop anchor. Blow into the pufferfish by interacting with it in inventory, and then climb down the anchor chain. Halfway through, Guybrush will notice how deep it is - here you need to open your inventory again and inhale from the pufferfish. While on the seabed, take the key from the mast of Bella Fisher's ship. Received the fourth Golden Key.

How to get Widee Bones Golden Key

If you stopped by to talk to Widee Bones on one of your return trips to Meli Island, you find that she was attacked by a short female ghost who stole her Golden Key, which is frustrating as she said she would give it to you. the key is free as soon as you find others.

The mysterious ghost sounds like an Iron Rose, so head back to LeChuck's ship. Head into the hold you were locked in and you'll find the Golden Key inside one of the ghost chickens - especially the ghost chicken with digestive issues. Feed her Ghost Chicken Seeds, exit the room to give her some privacy, and then re-enter to collect the key. The fifth and final Golden Key has been obtained!

Opening the safe

Swim back to Melee Island and rush to Lady Voodoo's shop. One by one, insert all five golden keys into the safe and then open it.

Behind the monkey's head

And we're back! Another return to monkey island.

You can't return to the surface, so your only option for now is to go deeper into the cave under the giant ape's head.

Walk to the right and you will meet Wally hanging from shackles attached to the ceiling. Talk to him if you want, but you can't free him from his bonds - Wally is doomed to hang there for the rest of the game.

Note. That is, of course, if you had the foresight not to write down the shackle serial number earlier in the game and make a key! The shackles are on LeChuck's ship, and if you have the key, you can save Wally.

Continue through the cave until you are rudely interrupted by Flambe. He will warn you that you are making a mistake chasing LeChuck, but we will continue anyway - you can give any answer to Flambe, it does not matter.

Get to the end of the path and jump off the cliff. Enter through the only doorway.

How to be an organized pirate

After the cutscene, examine the sign on the door that just slammed shut. Only an organized pirate will pass. Ignore this and go one screen to the left. There will be a statue of a monkey with a parrot - use your crackers on it.

Go left again and you will come across a statue of a frustrated monkey. There is a pebble on the ground in this room, pick it up. Guybrush will notice that it looks like a piastres. Give the upset monkey statue your ceremonial knife.

On the next screen on the left, give your double monocle to the squinting monkey statue, and on the next screen with the cheerful monkey statue, pick up another stone coin from the floor. Give the funny monkey figurine your empty mug and the screen will start shaking - you've opened the door!

How to be an observant pirate

Go down to the next floor through the new doorway and the door will close. A new sign tells you that you must be an observant pirate, a new set of rooms will test you for that. While in this room, pick up the stone coin from the floor.

On the first screen, on the left, there is a monkey in a hut and a stone coin on the floor in the middle of a circle of mushrooms. Pick up the stone coin and put it in the chest. On the next screen, next to the first mate's monkey, there is a stone coin on the floor - pick it up. The first monkey needs two coins, so put them in the chest.

The next room has a statue of Captain Monkeybeard who has a huge chest but no stone coins. This statue needs three coins, but you will only have two - for the third coin, use the last real piastre.

How to be a bloodthirsty pirate

Go down the next flight of stairs. This time you need to be bloodthirsty - to help with this, return to the first floor and collect the ceremonial knife from the upset monkey statue. While you're here, you'll also need to grab the empty mug from the jolly monkey statue.

This time you can only go to the right. Knife the wounded monkey statue and then do the same with the statue in the next room. However, the statue in the third room is too broken to be pierced. To solve this problem, use the empty mug on one of the bleeding statues, and then pour the freshly filled mug into the grate in the third room. This will open the last locked door.

Go through the newly opened door into a huge cavern with another puzzle to solve.

How to solve the riddle of the wheel

Although the situation seems extremely dangerous, Guybrush may take as long as he wants to solve this puzzle. However, first go to the bottom of the screen and to the right, under Captain Madison's hat. Examine the stone slab in the lava until you hear a poem that is a clue. The excerpts you need:

  • Four extra years at sea.
  • Three steps to the right.
  • Two left.

There are three moving parts in the wheel - the date in the center and two rings. They must be placed in a specific configuration before Guybrush can pull the lever on the left. The solutions to this puzzle are on the previous screens hidden above the doorways you've unlocked: you'll find the top half of the face above the first doorway, the bottom half on the second, and the date written above the third doorway.

This puzzle has two steps:

  • First, position the code wheel as the doorways suggest. The face you have to make should be at the top of the wheel.
  • With that done, you now need to follow the steps of the poem.
    • Rotate the outer wheel three times as it moves to the right.
    • Turn the inner wheel twice as it moves to the left.
    • Change the date in the middle four times.

Solving this puzzle opens the door.

Last assignment

After taking a moment to appreciate the absurdity of these events, grab some popcorn off the floor if you like. Exit the alley to the High Street to meet a familiar face. He will hand over his keychain to you before he makes his escape.

If you want, you can take another key from Locke's hand on the left and use it on the gaudy chest nearby to get the real Monkey Island Secret.

However, you don't have to. How to finish the game is up to you.

Talk to Elaine if you want, but you won't be able to leave until you turn off the lights. Use Stan's key ring on all of the light switch levers in this location.

When you're ready (and only when you're ready), you can leave.

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